My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Godly!
Versatility
Godly!
F2P score
Good

2 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Bats Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Bats Knight Wizard

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider Wall Breakers

Damage spells

Spells in your deck. Having at least one or two is recommended.

Zap The Log

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider Wall Breakers

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Knight Hog Rider Wall Breakers

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Hog Rider

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Bats Hog Rider Wall Breakers Skeleton Army
Giant Snowball
Bats Hog Rider Wall Breakers Skeleton Army
Zap
Bats Wall Breakers Skeleton Army
Barbarian Barrel
Knight Wizard Wall Breakers Skeleton Army
The Log
Hog Rider Wall Breakers Skeleton Army
Earthquake
Hog Rider Skeleton Army
Arrows
Bats Wall Breakers Skeleton Army
Royal Delivery
Bats Knight Hog Rider Wizard Wall Breakers Skeleton Army
Fireball
Hog Rider Wizard Wall Breakers Skeleton Army
Poison
Bats Wizard Skeleton Army
Lightning
Knight Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Zap Wizard

Against ground swarms

Spells and units that can counter ground swarms.

Zap Wizard The Log

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Bats Knight Skeleton Army

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Good

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Bats Zap Wall Breakers The Log Knight Skeleton Army Hog Rider Wizard

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

8 Bats Zap Wall Breakers The Log

Attack Synergies 6 9

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Bats
Knight Hog Rider Zap Wall Breakers
Zap
Hog Rider Bats Knight Wall Breakers The Log
Knight
Bats Hog Rider Wall Breakers Zap Wizard The Log
Hog Rider
Bats Zap Knight The Log Wizard
Wizard
Knight Hog Rider
Wall Breakers
Knight Bats Zap The Log
Skeleton Army
The Log
Hog Rider Zap Knight Wall Breakers

Defense Synergies 1 11

Bats
Knight Zap The Log
Zap
Bats Knight Skeleton Army The Log
Knight
Bats Zap Wizard Skeleton Army The Log
Hog Rider
Wizard
Knight Skeleton Army The Log
Wall Breakers
Skeleton Army
Zap Knight Wizard The Log
The Log
Bats Zap Knight Wizard Skeleton Army

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Zap Knight Wizard The Log
Skeleton Army Bats Zap Knight The Log
Skeleton Army Bats Knight
Skeleton Army Bats Knight
Skeleton Army The Log
Skeleton Army The Log Bats Zap
Bats Zap Wizard
Zap The Log
Skeleton Army
Knight Skeleton Army
Bats Skeleton Army Zap Knight Wizard The Log
Bats Zap Wizard
Skeleton Army Bats Zap Knight Wizard The Log
Wizard Skeleton Army Bats Zap The Log
Skeleton Army Knight
Skeleton Army Zap The Log
Wizard Bats Knight Skeleton Army
Bats Zap Knight Wizard Skeleton Army The Log
Zap Wizard The Log Bats Knight
Wizard Skeleton Army Bats Knight The Log

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Knight Skeleton Army Zap
Zap Knight Wizard The Log
Skeleton Army Bats Zap Knight The Log
Skeleton Army Bats Zap Knight The Log
Knight Skeleton Army
Wizard Bats Zap
Skeleton Army Bats Knight
Knight Skeleton Army
Zap Bats Knight Skeleton Army The Log
Skeleton Army
Bats Knight
Skeleton Army Zap The Log
Skeleton Army Knight Wizard
Wizard Skeleton Army
Skeleton Army Bats Zap Knight The Log
Bats Zap Wizard The Log

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Knight The Log
Zap The Log
The Log
Knight The Log
Wizard Zap The Log
Wizard Bats Zap
Wizard The Log
The Log Zap Wizard
The Log Zap Wizard
Bats
Zap Knight Wizard The Log
Zap Wizard
Knight The Log
Zap The Log
Zap Wizard The Log
Wizard The Log
Bats
Zap Wizard The Log
Zap Wizard The Log
The Log
Wizard
The Log
Zap The Log
Zap The Log Wizard
The Log Zap Wizard
Zap Wizard The Log
Zap The Log
Bats Zap Wizard
Zap Bats Wizard
Zap Wizard The Log
Zap
Wizard The Log
Zap Bats Skeleton Army
Zap Wizard
The Log
Knight Wizard
The Log Zap Wizard
Zap
Zap Bats The Log
Bats Zap
Zap The Log

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